Mercury Fallen

Dig, Build & Explore. Manage a group of colonists as they attempt to survive underground on an alien world. Automated machine construction was sent ahead to create the underground Mercury facility, but something has gone wrong. Your colonists awake to find the facility in ruin.

Changed: Game no longer defaults to full screen when opening for the first time

Changed: Game now available in both 32 bit and 64 bit for Windows.

Changed: Mac version now requires 64-bit CPU/OS

Changed: Windows version no longer supports DirectX 9.

Changed: Migrated code/assets to latest version of the Unity engine.

Changed: Object blueprint build info now has a progress bar and item grid to show needed vs. supplied resources.

Changed: Build info window now shows it’s build position number in the build queue.

Fixed: Game crashing at startup on Mac.

Fixed: Unable to place floor tile next to objects that use empty tiles in its footprint. This is most noticeable if trying to place a different floor tile other than bedroom floor to the left/right of the head of a bed.

Fixed: Colonists walking around with zero health

Mercury Fallen

5

15

Only 52 mb?

So i bought and installed the game today. Initially it says 300+ mb but after installment, its only 52,6 mb and obviously its not working properly.Any help is appreciated

Alpha 0.13a Test Build is a minor update to focus on fixing crash issues on Mac, update for windows to have a dedicated 64-bit version as well as some game fixes and minor changes.

For more information check out the Test Build info:http://steamcommunity.com/app/704510/discussions/3/1698293068428551718/

Mercury Fallen

0

13

Alpha 0.13 :: Lost & Found Now Live!

Mar 6

I'm super excited to announce that Alpha 0.13 is now available! A lot of work has been put in to this update and there are many great content additions, changes and fixes.

Important Notes

While existing save games will still load, much of the new content will only appear when starting a new game.

Due to changes in how the settings file is stored, existing settings will reset to defaults.

Map Generation

When you start a new game, you will see that map generation now includes the ruined remains of the Mercury Facility. These existing facility rooms can be deconstructed for materials or re-purposed.

Item chests have been added that can be opened for additional materials as well as discovery items. Starting supply items are no longer contained in the elevator, but are in a supply chest next to the elevator that will need to be opened. Additionally, the power generator will contain some fuel when starting the game.

Discovery System

Discoveries are unique items that the player can find in item chests. These items are used to expand the story and some items are required for certain research projects. This is only the beginning of the discovery system and more discovery items will be added in future updates.

Story Content

Discover new information about the Mercury Facility and uncover the story of the missing colonist by finding data logs in item chests.

UI Improvements

Changes to the user interface also include a new notification system. Notices still appear at the top right, but are now icon buttons that can be hovered over for additional information. Notices will stay for much longer and can be dismissed by right clicking them.

Other interface changes include the replacement of text percentage with progress bars, Colonist Management has been renamed to Facility Management, and the update also fixes typos, optimizes UI performance, adds a discovery interface and more.

Performance Improvements

This release also improved performance when there are many colonists in the facility. Colonist planning logic was a bottleneck in previous versions, but it's been revamped and in testing, over 100 colonists had a minimal impact on performance.

There are a lot of great additions, fixes and changes. Check out the full list below.

Release Notes

Features

Updated notification system. Notifications now appear as icon buttons at top right. Hovering over them will show more information. Notices stay for much longer and can be dismissed by right clicking them.

Discovery items which can be found in item chests. Discoveries are unique items that are used in various ways such as story content and blueprints.Item chests scattered around the map that contain various resources including discovery items.

Changed map generation to include the ruined remains of the Mercury Facility. New generated facility rooms can be deconstructed for materials or re-purposed. These ruined rooms are also a good place to find item chests.

Discover lost data logs to uncover the story of the missing colonist

AI decision logic now operates in a separate thread for improved performance when having many colonists in facility.

UI Updates

Added: New notification when a colonist increases in a job level

Added: Discovery interface under Facility Management.

Added: Object/Colonist window open/close animation

Changed: Research interface no longer references research progress in time. It is now just in generic research points as time was not an accurate measure anyway.

Changed: Research prerequisites now show if a discovery item is also required

Changed: Crop Field interface now shows if it’s waiting for a colonist to plant the crop.

Changed: Crop Field now shows progress bar instead of just percent text

Changed: Research progress bar in research station interface now shows percentage

Fixed: Wrong icon for MedBay Floor in object list

Fixed: Blurry game speed icons

Fixed: Job name shows multiple times when changing recipe from drop down in craft queue.

Fixed: Various typos

World Generation Updates

Added: Various types of item chests that can be found and opened for additional items and possible discoveries.

Changed: Item chest next to elevator now contains starting supplies. Elevator no longer has an inventory

Changed: New game starts with some fuel already in the power generator.

Changes

Added: Selected colonists now show a path to their destination

Added: New quirks related to the muscles attribute

Added: When selected, power/Water generators now highlight the objects they are actively delivering their resource to.

Added: When selected, machines will now highlight the power/water generator they are receiving their power/water from.

Changed: Power/Water check happens as resources are flowing through the conduit. This results in some initial flickering over devices as power/water generators make connections to consumers. This was changed for fast connection time of power/water consumers.

Changed: Colonist will now pause before picking up items on floor. Pause time determined by work speed and hauler job level.

Changed: Colonist will now take time to refuel a generator. Action time determined by work speed and hauler job level.

Changed: Colonist will now replan walk path if path becomes blocked after planning a walk path

Changed: Colonists will now reference more surrounding tiles when trying to become unstuck if an object is placed on top of them.

Changed: Constructed Robot age is now 1 instead of a random age

Changed: Haul job role renamed to Hauler

Changed: Data Recovery now referenced as Research Projects

Changed: Computer Station renamed to Research Station. Description/references also updated.

Changed: Various changes to research times.

Changed: Some research projects now require a blueprint to be discovered before they can be researched

Changed: Missing colonist stasis capsules and inactive robots are now more evenly spaced out during map generation.

Changed: Clear construction action is now a builder action instead of a hauler action

Changed: Ailment notifications now provide information on the cause of the ailment

Changed: Optimized management systems for improved over all performance

Changed. Game settings now in same root folder as saved games. Settings will be reset to defaults the first time the new update is played.

Changed: Can not build floors on tiles selected for deep mining

Changed: Objects/colonists now remain highlighted if their info window is open

Fixed: Can select tiles for deep mining that have a floor or other structure

Fixed: Water conduits unable to be selected in water overlay

Fixed: Power generator still providing power after being deconstructed.

Fixed: Colonist stuck clearing construction area if they can’t get to item on floor

Fixed: Crop Field enable/disable button removed as it did not serve a purpose.

Fixed: Objects receiving power/water when there isn’t enough power/water available in some instances.

Fixed: Some objects not staying highlighted when moused over

Fixed: Doctor can no longer starve to death while treating a patient

Mercury Fallen

3

28

stuck in deconstructing / blueprints problem / deep mining

3 bugs:
a) sometimes, coloniest can't stop deconstructing objects after a long gameplay
after a few hours, he/she showing the animation but the object is long gone.
after a reload, they behave normal again.
happend 3 times in the last 2 days (0.13 test, h...

This is a very indepth Video Guide to surviving Mercury Fallen - or at least up until you have cloaning and robotic assembally going on (day 33-ish)
Please note this link sends you to my video on twitch - it will stay there for approx 14 days from the d...

So a few bugs, well three mainly.
1) Two of my colonists "Died" but are very much so alive and well and doing jobs.
2) Other colonists died, but vanished as they should. Issue is, all the colonists that have died, did so spontaniously. All their stats we...